Add function for running the next keyframe

pull/488/head^2
Fred Sundvik 8 years ago
parent 444132edd0
commit 891edbd533

@ -178,6 +178,21 @@ static bool update_keyframe_animation(keyframe_animation_t* animation, visualize
return true;
}
void run_next_keyframe(keyframe_animation_t* animation, visualizer_state_t* state) {
int next_frame = animation->current_frame + 1;
if (next_frame == animation->num_frames) {
next_frame = 0;
}
keyframe_animation_t temp_animation = *animation;
temp_animation.current_frame = next_frame;
temp_animation.time_left_in_frame = animation->frame_lengths[next_frame];
temp_animation.first_update_of_frame = true;
temp_animation.last_update_of_frame = false;
temp_animation.need_update = false;
visualizer_state_t temp_state = *state;
(*temp_animation.frame_functions[next_frame])(&temp_animation, &temp_state);
}
bool keyframe_no_operation(keyframe_animation_t* animation, visualizer_state_t* state) {
(void)animation;
(void)state;

@ -106,6 +106,9 @@ extern GDisplay* LED_DISPLAY;
void start_keyframe_animation(keyframe_animation_t* animation);
void stop_keyframe_animation(keyframe_animation_t* animation);
// This runs the next keyframe, but does not update the animation state
// Useful for crossfades for example
void run_next_keyframe(keyframe_animation_t* animation, visualizer_state_t* state);
// Some predefined keyframe functions that can be used by the user code
// Does nothing, useful for adding delays

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